Varyings BuildVaryings(Attributes input) { Varyings output = (Varyings)0; // Returns the camera relative position (if enabled) float3 positionWS = TransformObjectToWorld(input.positionOS); #ifdef ATTRIBUTES_NEED_NORMAL float3 normalWS = TransformObjectToWorldNormal(input.normalOS); #else // Required to compile ApplyVertexModification that doesn't use normal. float3 normalWS = float3(0.0, 0.0, 0.0); #endif #ifdef ATTRIBUTES_NEED_TANGENT float4 tangentWS = float4(TransformObjectToWorldDir(input.tangentOS.xyz), input.tangentOS.w); #endif #ifdef VARYINGS_NEED_POSITION_WS output.positionWS = positionWS; #endif #ifdef VARYINGS_NEED_POSITIONPREDISPLACEMENT_WS output.positionPredisplacementWS = positionWS; #endif #ifdef VARYINGS_NEED_NORMAL_WS output.normalWS = normalize(normalWS); #endif #ifdef VARYINGS_NEED_TANGENT_WS output.tangentWS = normalize(tangentWS); #endif output.positionCS = TransformWorldToHClip(positionWS); #if defined(VARYINGS_NEED_TEXCOORD0) || defined(VARYINGS_DS_NEED_TEXCOORD0) output.texCoord0 = input.uv0; #endif #if defined(VARYINGS_NEED_TEXCOORD1) || defined(VARYINGS_DS_NEED_TEXCOORD1) output.texCoord1 = input.uv1; #endif #if defined(VARYINGS_NEED_TEXCOORD2) || defined(VARYINGS_DS_NEED_TEXCOORD2) output.texCoord2 = input.uv2; #endif #if defined(VARYINGS_NEED_TEXCOORD3) || defined(VARYINGS_DS_NEED_TEXCOORD3) output.texCoord3 = input.uv3; #endif #if defined(VARYINGS_NEED_COLOR) || defined(VARYINGS_DS_NEED_COLOR) output.color = input.color; #endif #if defined(VARYINGS_NEED_VERTEXID) output.vertexID = input.vertexID; #endif #ifdef VARYINGS_NEED_BITANGENT_WS output.bitangentWS = cross(normalWS, tangentWS.xyz) * tangentWS.w; #endif #ifdef VARYINGS_NEED_SCREENPOSITION output.screenPosition = ComputeScreenPos(output.positionCS, _ProjectionParams.x); #endif return output; }